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1

Tseng, Te Hua. "The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104097.

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Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice.
Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
2

Wilson, Shana M. "The Relationship between Superstitious Behaviors of Sports Fans, Team Identification, Team Location, and Game Outcome." TopSCHOLAR®, 2011. http://digitalcommons.wku.edu/theses/1056.

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The present study examined how a fan's desire to participate in superstitious behaviors depends on team identification, team location, and game outcome. The study is a 2 (team identification: high vs. low) x 2 (game outcome: close game vs. blowout) x 2 (location of team: local vs. distant) between subjects factorial design. Participants for the current study included 234 students, recruited from undergraduate psychology classes at Western Kentucky University. Participants completed the Sport Spectator Identification Scale, read a randomly assigned vignette differing in team location and game outcome, and filled out the Superstition Questionnaire to measure their desire to complete superstitious behaviors based on the vignette. They also filled out the Desirability of Control Scale, and the Depression Anxiety Stress Scales to account for the possible covariates of desirability of control and anxiety level. An analysis of the covariates showed that there were no significant correlations between desirability of control or anxiety level and the desire to complete superstitious behaviors. Results indicated that highly identified fans reported wanting to perform more superstitious behaviors than low identified fans. However, no main effect was found for game outcome or team location, and there were no interactions. This finding reiterated the importance of team identification and its effects on the fan. The study also brought new variables to the table, game type and team type, that could be used in future research.
3

Nourse, Howard Francis. "A process for determining the influence of television advertising, promoting game attendance for a specific Division I women's basketball program, upon individual spectator decisions to attend a home contest at that institution /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487267546981021.

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4

Caron, Elsa. "L'école du spectateur en français langue étrangère. Pratiques créatives du langage dans le rapport à la théâtralité." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEN022.

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Démarche d’accompagnement au spectacle vivant, l’école du spectateur incite à appréhender le théâtre comme une pratique artistique vivante à travers la représentation. Le travail proposé dans cette recherche envisage le spectateur dans son rapport à la langue étrangère dans l’expérience de la théâtralité. Il s’agit de comprendre comment la langue des apprenants se construit dans la confrontation avec les langages de la scène. Dans un premier temps, nous situons l’école du spectateur en tant que pratique de la théâtralité envisagée comme ce qui fait la spécificité de l’énonciation théâtrale, nous en définissons les enjeux pour un apprentissage de la langue étrangère. Notre cadre méthodologique confronte perspective interactionniste dans la réception collective des pièces, analyse du discours et de la gestuelle, notamment dans le jeu dramatique. Nos analyses montrent comment les apprenants s’approprient le spectacle en le co-reconstruisant dans les interactions et en s’appuyant sur une forme de mémoire collective. Nous envisageons ensuite le rôle des émotions et des perceptions dans la réception ainsi que dans la construction de langages pluriels, soulignant la relation esthétique qui s’instaure avec les spectacles. Nous analysons dans quelle mesure la subjectivité de l’apprenant se construit, notamment à travers les phénomènes d’identification. L’école du spectateur est enfin envisagée comme lieu d’exploration et d’expérimentation des langages dans le retravail créatif du texte scénique, travail qui fait émerger une troisième voix dans le croisement de différentes formes d’énonciation, créant des procédés d’interdiscursivité produits par la réception toujours active des spectacles
Considered as a tool to understand living performance, the school of the spectator encourages participants to apprehend drama as a living artistic practice through representation. This work considers the spectator in his or her relation to the foreign language through the experiment of theatricality. The targeted language of learners builds up through the confrontation with the languages of the stage. First, we define the school of the spectator as a practice of theatricality considered as the specificity of theater enunciation, the issues are then considered within the context of French as a foreign language acquisition. Our methodology confronts interactionist perspectives in the collective reception of plays, discourses and gestures analysis, in particular in dramatic play. The study demonstrates how the learners take ownership of the performance by co-rebuilding it through interactions and by leaning on a form of collective memory. We then examine the role of emotions and perceptions in the reception and construction of several languages, underlining the aesthetic relationship built between participants and the performances. We analyze how the subjectivity of learners grows, especially through the identification process. Finally, the school of the spectator is considered as a place for the exploration and experimentation of languages through the creative re-working of the scenic language. This practice allows a third voice to emerge in the crossing of various forms of enunciation, creating interdiscursivity processes produced by the always active reception of performances by spectators
5

Merritt, Juliette. "Beyond spectacle : Eliza Haywood's female spectators /." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0014/NQ42865.pdf.

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6

Shobian, Mohanned Sameer Jr. "Factors Affecting Spectators' Decision in in Attending Minor League Baseball Home Games." Cleveland State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=csu1486481839641167.

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7

O'Neil, Daniel Arthur. "An integrated decision support system for spectator transportation planning for the 1996 Summer Olympics." Thesis, Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/24540.

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8

Comeau, Troy O. "Fantasy football participation and media usage." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/4726.

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Thesis (Ph. D.)--University of Missouri-Columbia, 2007.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 31, 2008) Vita. Includes bibliographical references.
9

Olguin, Jidebom Isabel, and Elizabeth Zhang. "Ambush Marketing From a Swedish Consumer Perspective : Spectators and Fanatics Opinion Towards companies' ´Free Riding´Strategy." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-12737.

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Wherever we go, marketing is all around us. Sport events are no exception. Sport events have during the last years become a platform and a communication tool for marketing companies. The major reason for the increasing attraction of sport games is because of its’ enormously attraction of audience. A company that uses sport games in order to market itself is usually a sponsor for a sport association or team. A sponsoring company is provided with the opportunity to associate itself with a team and/or a game. Sponsoring and non-sponsoring companies utilize the amount of audience to reach as many customers as possible. The sponsoring companies need to pay a sponsorship fee. The non-sponsoring companies free ride at the expense of the sponsors, by not paying any fees. The ambushing companies aim, is to draw the consumers’ attention away from the sponsors and onto themselves. The purpose of this research is to study the consumers’ acceptance regarding marketing from non-sponsoring companies in sport games. It is interesting to study a consumer perspective of ambush marketing since the research field is not very explored. A qualitative study with quantitative elements has been used in order to capture the consumers’ opinions. The method used resulted in comprehensive findings. The results show distinct differences within the quantitative and the qualitative findings. The conclusion of this research is that consumers somehow accept the free riding strategy. Consumers believe that they do not lack knowledge regarding sponsoring companies. However, the consumers may lack knowledge concerning the harm ambush marketing causes the sponsoring companies.
10

Oh, Miyoung. "Sport spectacle, globalisation and nation : a case study of South Korean women's narratives of the 2004 Olympic Games and the 2006 FIFA World Cup." Thesis, University of Roehampton, 2007. https://pure.roehampton.ac.uk/portal/en/studentthesis/sport-spectacle-globalisation-and-nation(4b4ae300-25c7-4fc1-8841-e50938b6431d).html.

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This research interrogates South Korean women’s gender, ethnic and national identity construction revealed through sport spectacle. Two phases of the interviews were conducted for the research: focus group interviews during the 2004 Athens Olympics and individual interviews between March and April 2005, the period of the final qualifying stage for the 2006 FIFA World Cup. Newspaper extracts on the Olympics and the football matches were presented in the interviews. The analysis of the women’s identity construction was contextualized in relation to South Korea’s socio-cultural, historical and political networks. Globalisation provides the overall framework for the research. Globalisation has dramatically transformed the way people construct their relations to themselves, others and their nation. The research explored how the interviewed women produced and reproduced the meanings and values of the sport events and sport games in search for a sense of security and certainty in the ever-shifting global context. Their struggles to ‘live’ in the new social milieu, a process of reterritorialisation, were also analysed. Moreover, the women’s relationships with North Korea were examined based on the concepts of the ethnic identity and also of the nation as a historical community with shared culture, tradition and history. Although infamously labeled internationally as part of the ‘axis of evil’, North Korea provided a source of ambiguous identity to the interviewees. The women’s perceptions of Japan, South Korea’s old enemy, were also investigated around the themes of postcolonial identities. In addition, the research demonstrated the women’s gendered perceptions of sportswomen and sportsmen and an idea of nationhood represented by them.
11

Huang, Yuchen. "Meritocracy and Redistribution." Electronic Thesis or Diss., Paris, EHESS, 2024. http://www.theses.fr/2024EHES0022.

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Cette thèse de doctorat explore la relation entre la croyance en la méritocratie et la demande de redistribution, en mettant l’accent sur la Chine. Elle remet en question l’hypothèse courante de la littérature selon laquelle les résultats liés à l’effort sont considérés comme justes et ne nécessitent pas de redistribution, tandis que ceux liés aux circonstances et chances sont perçus comme injustes et justifient la redistribution.Dans le premier chapitre, à partir de données d’enquêtes internationales, je constate que de telles préférences se trouvent principalement dans les pays Occidentaux, Éduqués, Industrialisés, Riches et Démocratiques (WEIRD), en particulier les nations anglo-saxonnes et protestantes européennes. Une corrélation positive entre la croyance en le rôle de l’effort dans la réussite et la demande de redistribution est répandue dans les pays en dehors du monde développé occidental, où plus on croit que l’effort paye, plus on désire la redistribution. Le deuxième chapitre, co-écrit avec Yuqian Nora Chen et Zhexun Mo, présente une expérience d’enquête auprès d’un échantillon représentatif de chinois, où les répondants réduisent significativement leur demande de redistribution lorsqu’ils voient des exemples de personnes devenant riches par des moyens non forcément méritocratiques mais représentatifs de la période de transition du marché. Une enquête subsidiaire confirme que les répondants ne considèrent pas ces exemples comme des signes de capacité personnelle extraordinaire ou d’inefficacité gouvernementale. Nous concluons que ces exemples représentant les chanceux de la transition bénéficient d’une grande légitimité parmi les chinois pour deux raisons potentielles : l’équité relative par rapport à l’inégalité politique avant la réforme et l’intérêt personnel pour l’ensemble de la population à justifier le gain dans le processus de transition.Le troisième chapitre, co-écrit avec Margot Belguise et Zhexun Mo, discute l’une des raisons potentielles d’une telle préférence dans le cas de la Chine : une forte conformité au statu quo. Nous revisitons un résultat expérimental récent par Almås et al. (2021) où le peuple chinois semble ne pas faire la différence entre les inégalités basées sur le mérite et la chance. Nous proposons que ce phénomène pourrait être dû à une plus grande adhésion du public chinois au statu quo, ce qui conduit à une préférence apparemment faible pour la redistribution à la fois lorsque l’inégalité est due à l’effort et à la chance. Pour tester cette hypothèse, nous avons mené une expérience de redistribution incitative avec des étudiants d’universités d’élite en Chine et en France, en faisant varier la répartition initiale des gains entre deux travailleurs réels à redistribuer. Nous montrons que les répondants chinois choisissent de manière cohérente et significative plus de non-redistribution (en jouant le statu quo) dans les deux scénarios de statu quo très inégal et relativement égal que nos répondants français ; et que les répondants chinois qui s’éloignent du statu quo font la différence entre les inégalités basées sur le mérite et la chance. Notamment, nos résultats montrent que la conformité des individus chinois au statu quo est particulièrement prononcée chez ceux issus de familles de classe ouvrière et agricole, tandis qu’elle est remarquablement absente chez les individus dont les familles travaillent le secteur privé
This PhD dissertation studies the relationship between belief in meritocracy and demand for redistribution with survey and experimental data and with a particular focus on China. Specifically, the dissertation revisits a commonly used assumption in the literature which equates the differences in results due to effort or personal responsibility with fairness and un-redistributability, and those due to circumstances or luck with unfairness and demand for redistribution.In the first chapter I use cross-national survey data to explore whether the assumption of meritocratic preference hold across the world. I found that that such preferences these preferences are mainly, if not only, found in Western, Educated, Industrialised, Rich, and Democratic (WEIRD) countries, especially Anglo-Saxon and Protestant European natiions. A positive correlation between belief in the role of effort in success and demand for redistribution is widespread in countries outside of the western developed world, where the more one believes that effort pays off, the more he or she desires redistribution.The second chapter, co-authored with Yuqian Nora Chen and Zhexun Mo, is a survey experiment with a representative sample of China citizens which shows that the respondents significantly reduces their demand for redistribution when they see examples of people getting rich via non-meritocratic ways that are representative of the market transition period. A subsidiary survey further confirms that the respondents do not understand these examples as signs of personal ability or governmental inefficiency. We conclude that those examples representing the lucky few in the transition process enjoy a high legitimacy among the Chinese respondents for two potential reasons: relative fairness compared to pre-reform politically manufactured inequality and a self-interest motivation for the whole population to justify the gain in the transition process.The third chapter, co-authored with Margot Belguise and Zhexun Mo, discusses one of the potential reasons of such preference, at least in the case of China: a strong status quo conformity. We revisit a recent experimental result by Almås et al. (2021) where the Chinese people appear to not differentiate between merit- and luck-based inequalities. We propose that this phenomenon might be due to the Chinese public’s greater adherence towards the status quo which lead to a seemingly low preference for redistribution both when inequality is due to effort and due to luck. In order to test this hypothesis, we run an incentivized redistribution experiment with elite university students in China and France, by varying the initial split of payoffs between two real-life workers to redistribute from. We show that Chinese respondents consistently and significantly choose more non- redistribution (playing the status quo) across both highly unequal and relatively equal status quo scenarios than our French respondents; and that the Chinese respondents who move away from status quo do differentiate between merit- and luck-based inequalities. Notably, our findings show that Chinese individuals’ conformity to the status quo is particularly pronounced among those from families of working-class and farming backgrounds, while it is conspicuously absent among individuals whose families have closer ties to the private sector
12

Talero, Álvarez Paula. "WHY KATNISS EVERDEEN IS OUR FAVORITE FEMINIST – AN ANALYSIS OF THE HEROINE OF THE HUNGER GAMES FILM SAGA AND HER RECEPTION BY YOUNG FEMALE SPECTATORS." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5583.

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THROUGH THE FIGURE OF FICTIONAL CHARACTER KATNISS EVERDEEN, THIS DISSERTATION STUDIES HOW THE FILM INDUSTRY SIMULTANEOUSLY ENTRENCHES AND DISRUPTS GENDER, SEXUAL, AND RACIAL NORMATIVITIES. THE PROJECT USES TEXTUAL ANALYSIS AND PARTICIPANT RESEARCH TO ANALYZE HOW THE FILMS AND NOVELS OF THE HUNGER GAMES SAGA ENCAPSULATE BOTH DOMINANT AND ALTERNATIVE CONCEPTIONS RELATED TO FEMININITY, MASCULINITY, WOMANHOOD, AND MOTHERHOOD. IT ALSO EXPLORES IF AND HOW THE FEMALE HEROINE CAN BE READ AS FEMINIST AND PRODUCES A SENSE OF EMPOWERMENT. I CONCLUDE THAT ALTHOUGH THE INDUSTRY IS PRODUCING NEW MODELS OF WOMANHOOD THAT CHALLENGE TRADITIONAL GENDER ROLES, IT STILL PERPETUATES ROMANTIC IDEALS AND IDEALIZES THE HETEROSEXUAL NUCLEAR FAMILY AS THE ULTIMATE PATH TO FULFILLMENT FOR WOMEN. THE RESULTS OF THE PARTICIPANT RESEARCH SHOW THAT WHILE YOUNG WOMEN ARE CRITICAL OF CERTAIN ASPECTS OF THE SAGA, OVERALL THEY VALUE HAVING STRONG FEMALE CHARACTERS IN FICTION TO WHOM THEY CAN RELATE.
13

Bae, Sang Woo. "Attitudes, interests and sport spectator profiling : variables affecting game attendance in a NHL franchise." Thesis, 2003. http://hdl.handle.net/2429/16193.

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ATTITUDES, INTERESTS AND SPORT SPECTATOR PROFILING: VARIABLES AFFECTING GAME ATTENDANCE IN A NHL FRANCHISE This study examined the literature on spectator profiling and evaluated current survey methodologies being used to profile hockey spectators and their preferences regarding NHL hockey game attendance. The research had two inter-related objectives. One was to investigate the consumer profiles of sport spectators associated with a specific NHL franchise, the Vancouver Canucks, and to relate these to game attendance. The second objective was to test and evaluate a questionnaire designed to incorporate latest thinking on variables that affect professional sports game attendance. Survey data were collected from 907 attendees at four Vancouver Canucks games and from 203 students at the University of British Columbia during the 2001-2002 NHL season. Two separate studies were conducted using the data. Study 1 investigated reasons for game attendance, and respondents' activity patterns and interests. Data analyses for study 1 included a confirmatory factor analysis for testing the validity of the game attendance items (reasons for game attendance), and a decision tree analysis for classifying spectators based on their reported game attendance frequencies, activity patterns, and interests. Results of study 1 indicate that the respondents' game attendance rates were affected by income, use of hockey websites, playing baseball when young, job, being accompanied by co-workers, ethnic background, perception of T.V. as the best promotional medium, personal fan history, and playing hockey when young. Study 2 investigated the relationship between spectators' opinions about sports and their game attendance, and attempted to identify potential predictors of game attendance levels. A confirmatory factor analysis was used in Study 2 to test the validity of the sport opinion items (opinions about sports), and a cluster analysis was used to identify unique spectator groups. Three distinctive spectator segments were identified, and the three groups varied on a number of dimensions including game attendance rates, sports participation history, and their opinions about the benefits of sports, community pride, cynicism about professional sports, attitude toward professional athletes, perceived time costs, role of government, and attitude toward amateur sports. The research found evidence of national cultural differences between Canadian sports spectators and their American counterparts. It is recommended that future research investigate national and regional cultural differences as well as differences between major and minor league sports and competitive factors in local sports markets.
Education, Faculty of
Kinesiology, School of
Graduate
14

Santos, Gabriel Guimarães Canavarro dos. "Comparing eSports and why do people watch them, Counter-Strike Global Offensive through the spectator point of view." Master's thesis, 2020. http://hdl.handle.net/10400.6/10959.

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The following study was created with the objective of understanding what are the main reasons that make people watch the game Counter-Strike Global Offensive (CS: GO). As Lee and Schoenstedt have stated on their research (Lee & Schoenstedt, 2011), there are similarities and differences on the consumption behaviors of the eSports if compared to traditional sports. Eight research questions were created during the literature discussion and two surveys were distributed to gather spectator feedback. The first survey was designed to reach viewers who attend live CS:GO events and also eSports fans at the university and the second was digitally designed to reach more people over the internet. In addition, a literature review was made and published separately to serve as a reference base for this study. In this academic work, we discuss some of the common thoughts on what are the big factors for the competitive electronic sports are receiving so much media attention and after analyzing the quantitative data of the surveys, answer the research questions proposed. In total we obtained 283 valid answers, and all 26 questions of the digital survey were analyzed. The responses were divided into two groups, A and B, where the first gathered the responses that indicate CS:GO as the person's favorite eSport and the other are all other responses from all other eSports fans. Finally, the responses of both groups were compared together with the respective data and represented in graphs and tables for better visualization.
15

Yen, Chia-Hsuan, and 顏嘉萱. "Exploring the Effect of Spectator Motivation and Identification on Spectators’ Behavior : An Empirical Study of Women Basketball Games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/y5vqwr.

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碩士
佛光大學
管理學系
103
Watching sports games is a good way for people to spend their leisure time. Basketball is one of the favorite sports in Taiwan, but the audience numbers of basketball games are different between different games. Women basketball games in particular attract less attention. In order to develop a strategy of sports event development, understanding the consumer behavior of sports events is necessary. The purpose of this study is to explore the audience's spectating behavior in HBL, UBA and WSBL, domestic women's sports event and discuss the factors of audience's spectating behavior. The data was collected through Questionnaire Survey and the subjects were the audience of these competitions in 2014. A total number of questionnaires was 600 and 503 shares valid questionnaires were recovered. The dependent variables were audiences' spectating motivation and identity, and the data analysis adopted multiple regression analysis. Result: About population statistics: Female was the major spectating population of these three sports events. The age of 16 to 25 was the main audience. The result, partial support the hypothesis, indicates that the intensity of spectating motivation and the athletes with whom audiences identify has an influence on spectating behavior. In addition, different competitive levels have a moderation on the relationship between motivation and spectating behavior. Moreover, different competitive levels have a moderation on identity and spectating behavior. Factors of HBL spectator motivation were appreciation of sport, attraction of sport, vicarious achievement, female sports supporting and knowledge; in addition, that of UBA were attraction of sport, vicarious achievement and female sports supporting; moreover that of WSBL were appreciation of sport, attraction of sport, vicarious achievement, female sports supporting, escape, knowledge, ambience and et al. These factors had significant positive influences on spectating behavior. The points of attachment of HBL audiences' were woman basketball identification, sport identification and team identification; that of UBA were woman basketball identification and team identification; that of WSBL were woman basketball identification, sport identification and level of sport identification. These factors had significant positive influences on spectating behavior. This research suggests some advises.
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Chen, Huang-yin, and 陳黃鶯. "A Study of UBA Home Game Spectators’ Lifestyle and Motivation." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/38856267731831006483.

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碩士
國立臺南大學
體育學系碩士班
98
The purposes of the study were to understand the home game sport spectators at UBA Division I level and to analyze the relationship between lifestyles and motivations of these sport spectators. The spectators at the 2009 Division I level home games were chosen as subjects for the study. Questionnaires were distributed during the entire April of 2010 by convenience sampling. Of all the 400 questionnaires sent, 361 were returned, making the response rate of 90.25%. Descriptive statistics, factor analysis, two-step cluster nanlysis, chi-square test, and MANOVA were utilized for data analysis. The findings of the study were as follows: 1. Descriptive statistics for UBA home game sport spectators were stated in terms of questionnaire respondents’ genders, backgrounds and exercise habits. 2. The UBA home game sport spectators’ lifestyles could be divided into two groups. 3. The four spectator motivations of the UBA home game sport spectators were “fan preferences and competitiveness of the game,” “the need for bonding,” “the need for social relationship,” and ”entertainment and release of the stress.” 4. There were significant differences between various demographics and groups of lifestyles. 5. There were significant differences between various demographics and spectator motivations. 6. There was a significant relationship between spectators’ lifestyles and motivations. According to the conclusion of this study, specific suggestions were provided for the basketball marketing organizers and future researchers.
17

Pang, Yun-Han, and 龐雲漢. "Referees’ Mistaking and Recovering in Basketball Games: the Responses of Spectator’ Satisfaction." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/49195834077289881549.

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碩士
國立體育大學
教練研究所
98
Referees’ Mistaking and Recovering in Basketball Games: the Responses of Spectator’ Satisfaction Abstract Basketball is an extremely competitive and variable sport with high watchable value. During a intense and fierce game, the basketball referee needs to make their calls under the seconds of time, thus the happenings of mistakes are unavoidable. Therefore, most of the times, the referees confront with the situation of being criticized and questioned, leading to debates and controversies. The purposes of this research were: 1) to discuss how the different kinds of mistaken calls made by basketball referees would influence the satisfaction of the audience 2) to explore how the different types of recompensation made by the basketball referees after a mistaken call would influence the satisfaction of the audience and 3) to cross study how the relation between the different kinds of mistaken calls and the different types of re-compensation would influence on the satisfaction of the audience. This study adopted the experimental script method which 8 kinds of scripts were especifically designed. After the collection of data from 511 subjects, an independent sample t test, a single factor and a double factor variable analysis on the influence of the different kinds of mistaken calls, the influence of the different types of recompensation and the influence of the relation between both on the satisfaction of the audience were conducted. The results showed that: the different kinds of mistaken calls and the relation between the different kinds of mistaken calls and different types of recompensation did not show significant influence but the different types of recompensation did show significant influence. The study concluded that the different kinds of mistaken calls, whether wrong call or missed calls, would not affect audience satisfaction. However, after making a mistaken call, immediate correction was the recompensation method that the audience demonstrated the highest satisfaction. Thus, it proposes that the audience is recognitive and supportive towards the fact of the referee’s admiting the mistake that he/she made and correcting his/her call. The other recompensation method that showed audience satisfaction was public apology after the game. The audience showed better perception towards the professional competence of the referees and showed higher satisfaction towards the professionalism of the game organizers. Hence, public apology would not affect the credibility that the audience has towards the referees and the game organizers. Key words: Basketball referee, Mistaken calls, Recompensation, Satisfaction
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Haase, Joshua A. "Game location and sport confidence." 2005. http://www.oregonpdf.org.

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19

Yueh-TungHua and 花岳彤. "Testing the Effect of eSport Spectators’ Motivations on their Consumption Behavior: Comparison between a Real-time Strategy Game and a Card Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/pcz43u.

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Abstract:
碩士
國立成功大學
體育健康與休閒研究所
104
With the rise in popularity of the eSports industry, research in this area has been frequently mentioned in recent years. Motivations are important antecedents that influence the consumption behaviors of sport spectators. In this study, the motivations that were adopted from the Uses and Gratifications Theory (UGT) were cognitive, affective, personal integrative, social integrative, and tension release. However, the relationship among the motivations of eSport spectators has often been neglected. The aim of this study is thus to clarify what motivations affect consumers of eSports, and how these motivations interact. In this study, the independence models and competing models were measured for the spectator groups of League of Legends and Hearthstone for discussion. This study used an online survey and purposive sampling to collect the data. The sample (n=574) was collected from online communities. The statistical technique of structural equation modeling (SEM) was used to analyze the data. The analyses were conducted using SPSS 17.0 and Amos 17.0 to test the research models. The findings showed that cognitive and personal integrative motivations have significant positive effects on the consumption behavior of spectators of Hearthstone; affective motivation has a significant positive effect on consumption behavior for spectators of League of Legends; and social integrative motivation has significant positive effects on consumption behavior in both games. The results reveal the motivation effect on consumption behavior of different games and practiced UGT, the cognitive-affective relationship, and the relationship between social needs and affective motivation in the eSport area.
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Kuo, Chih-wei, and 郭志偉. "A study on baseball game spectators among watching motivation, watching experience, perceptual value, and behavioral intention." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/12587653954799965920.

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Abstract:
碩士
國立雲林科技大學
休閒運動研究所碩士班
99
Taiwan used to be called as Kingdom of Baseball. Baseball also made Taiwan to become famous on the international stage. Baseball has been develping approximately 22 years and now its in the mature stage. However, the specification systems and the promotion and the marketing ways of baseball teams make lots of baseball fans feel disappointed, moreover, it was beaten out by China three times in recent years. This situation brings several obstacles and impacts towards the overall development of baseball.When views back to the international competitions that held in this year, the results did not went well. It caused a gloomy baseball atmasphere. How the professional baseball will be developed to become one of the spectator sports is going to be focused in this study. The auther applied the purposive sampling to conduct his research about the motivation of watching baseball games and watching experience of the live baseball game spectators. 500 questionnaires were distributed and 441 valid questionnaires were returned. The author applied the descriptive analysis, explorary factor analysis, t-test, single factor variance analysis, scheffe, structural equation to analyse all of the row data. The study results are: 1. The people who participated in the live games were mostly students in the age of 21~30, and the companions were mainly their family and friends. 2. The background variables of the spectators have a significant different on the motivation of watching experience. 3. The background variables of the spectators have a significant different on the watching experience. 4. There is a significant different in perceptual value between the companions and the moderate spectators. 5. Mild spectators and moderate spectators have a significant different between the behavioural intention. 6. The watching motivation of the live spectators will positively influence the watching experience, and the watching motivation has positive impacts towards behavioural value. The perceptual value has positive impacts towards behavioural intention, however, the watching motivation has no significant positive affects towards behavioural intention. 7. The live game spectators’ watching experiences will indirectly influence the behavioural intention through watching experience and perceptual value.
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"MOTIVATIONAL FACTORS AFFECTING SPECTATORS’ DECISIONS TO ATTEND SUPER LEAGUE SOCCER GAMES IN TURKEY." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/2/12606891/index.pdf.

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22

Chang, CHIA-TSE, and 張佳澤. "A Study of Spectators’ constraints on Attendance at the Super Basketball League Games." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/7uee6w.

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Abstract:
碩士
國立臺灣體育運動大學
休閒運動管理研究所
107
The purpose of this study was to investigate the factors of spectators’ constraints on attendance at the Super Basketball League (SBL) Games. The participants of this study were the spectators who attended the ASEAN Basketball League (ABL) games instead of the SBL games. The instrument of this study was the spectators’ constraints scale. The questionnaires were distributed on March 9th and 10th, 2019 at the Changhua County Stadium (A total of 250 questionnaires were disseminated and 220 effective questionnaires were returned with an effective response rate of 88%). The collected data were analyzed by SPSS and the result were as follows: (1) According to the validity and reliability analyses, the spectators’ constraints scale revealed seven factors, including lack of interest, insufficient marketing, lack of excitement, cost issues, accessibility, identification of teams and facilities of the stadium. (2) Gender showed significant effects on lack of interest, insufficient marketing, lack of excitement, cost issues, accessibility, and facilities of the stadium. (3) Age showed significant effects on lack of interest, lack of excitement, cost issues, and facilities of the stadium. (4) Level of education did not show significant effects on the constraint factors. (5) Occupation showed significant effects on insufficient marketing and lack of excitement. (6) Salary showed significant effects on lack of interest, team identification, and facilities of the stadium. (7) Whether or not the participants attended the SBL games showed significant effects on the lack of interest and team identification. (8) The average time of involvement in SBL every week showed significant effects on the lack of interest and lack of excitement. (9) Traffic time to the SBL games showed significant effects on lack of interest and facilities of the stadium. (10) Willingness to pay for the SBL games showed significant effects on accessibility. Based on the results, the researcher suggested the commissioner of SBL should plan to enhance the accessibility to the games and the attractiveness of the games. In addition, the commissioner should strive to develop more effective marketing strategies so as to enhance potential fans’ interests in attending the games.
23

Walsh, Shannon L. Sandahl Carrie. "Unsportsman-like conduct subverting the male gaze in televised sports performances /." Diss., 2005. http://etd.lib.fsu.edu/theses/available/etd-04112005-160710.

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Abstract:
Thesis (M.A.)--Florida State University, 2005.
Advisor: Dr. Carrie Sandahl, Florida State University, School of Theatre. Title and description from dissertation home page (viewed June 16, 2005). Document formatted into pages; contains viii, 73 pages. Includes bibliographical references.
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HOW, TEO KOK, and 涂國濠. "A Study on DOTA 2 Game Spectators among Watching Motivation, Watching Experience, Perceptual Value, and Behavioral Intention." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/pw7vr8.

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Abstract:
碩士
朝陽科技大學
休閒事業管理系
105
This study intends to investigate the game spectators in behavioral process of watching motivation, watching experience and perceptual value on DOTA 2 game. The research subjects of this study were users who have used to watch DOTA 2 game within in half year, the purposive sampling method and sent out 410 surveys distributed, 365 valid surveys, and 89.0% valid response rate. Descriptive statistics, confirmatory factor analysis and structural equation modeling methods were applied to the collected data to conduct hypothesis testing. The results of this study are as follows: most game spectators of DOTA 2 game are male, age 19-24 (included), student, video viewing frequency at least once a day, no income, and gaming games without spending any money.; The results were as follows: the game spectator in watching motivation has the deepest feeling in “entertainment motivation”. Watching experience deepest feeling in “think experience”. Perceptual value deepest feeling in “think experience”. Behavioral intentions deepest feeling in “I will focus in next upgrade information”. In addition, the game spectators motivation can directly and indirectly affect the perceived value of the viewer through the watching experience, and thus promote the game spectators to produce positive intentions. Finally, relative suggestions are provided according to the results of this study as reference for game industry.
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Pruegger, Brian Edmund Pitts Brenda G. "The effect of game day promotions on consumer behavior in the East Coast Hockey League (ECHL)." 2003. http://etd.lib.fsu.edu/theses/available/etd-09042003-165209/.

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Abstract:
Thesis (Ph. D.)--Florida State University, 2003.
Advisor: Dr. Brenda Pitts, Florida State University, College of Education, Dept. of Recreation Management, Sport Management, and Physical Education. Title and description from dissertation home page (viewed Oct. 7, 2003). Includes bibliographical references.
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Hsu, An-Pang, and 徐安邦. "Taiwan Football Spectators’ Lifestyle, Motivation and Behavior-A Study of Preliminary Competition for The 2012 Olympic Football Game." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/09223974654364441289.

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Abstract:
碩士
國立體育大學
休閒產業經營學系碩士班
99
The purpose of the study was to understand the spectator’slifestyle, motivation and behavior of preliminary competition for the 2012 Olympic Men Football. Data was collected on-sitewith a total of 386 questionnaires received. The findings of the study were as follows: 1. The audience demographic analysis: Most of the spectators, 21-30years old unmarried male, college anduniversity education, student is the largest group of spectator with the monthly income less than NT 10,000 dollars. Living in the northern region. 2. The four factors of spectators lifestyle are "indoor ornamental activities", "participatory activities", "leisure activities", "outdoor spectator sports" and "TV watch”. 3. Onthe spectators’ motivation, the strongest motivation is “achievement”, the weakest motivation is “physical attractiveness”. On the spectators’ behavior, most of the spectator watched Taiwan national team game on spot 1-3 times in past 2 years (year 2009 and 2010). Most of the spectator have high willing to watch Taiwan National team’s game on the future. Most of the spectator choose public transportation to the field. Most of them were spend 30 minutes on their way to the field. People who accompany with to the field, most spectators are go to the field with 4 or more. The spectator can be divised into 2 groups by their lifestyle, ”traditional conservative groups” and “active group”. 4. On the motivation construct, there were significant differences among different “gender”, ”age”,”education” and “averge monthly income”. Nevertheless there were no significant differences among “marital status”, “occupation” and “place of residence “. 5. Different lifestyle groups have no no significant difference in all spectator motivation. 6. Different lifestyle groups were significant differences in spectator behavior “willing of future watch “and “ transportation”. 7. On the motivation construct, there were significant differences among different “number of times watching in the past two years” and “willing of future watch”. 8. Positive low relationships were found between behavior and motivation, behavior and lifestyle, as well as motivation and lifestyles.
27

林嵩棧. "A Study of the Impact of Chinese Professional Baseball Games Spectators’ Experience and Motivation on Spectators’ Satisfaction ----Take Dmedia T-Rex versus LaNew Bears for Example." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/e6m2tv.

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Abstract:
碩士
國立臺灣師範大學
體育學系在職進修碩士班
96
A Study of the Impact of Chinese Professional Baseball Games Spectators’ Experience and Motivation on Spectators’ Satisfaction ----Take Dmedia T-Rex versus LaNew Bears for Example Abstract The purpose of this study was to investigate spectators’ experience, motivation and satisfaction on Chinese Professional Baseball games. The study was based on the conclusion drawn from the 600 questionnaires sent out to every 150 audience of 4 of Dmedia T-Rex versus LaNew Bears games. A total of 526 copies of valid questionnaire were rendered. The findings were as follows: 1.On the demographics analysis, most of the audience were 21-30 aged male students, with monthly income less than 10,000 NT dollars, educated colleges. 2.The top element of spectators’ experience was “ the sense experience”; the lowest was “ the service experience”. The elements of spectators’ motivation from top to low were “ the contest attraction and personal agreement”, “ entertainment”, “ social need and communication”. 3.The significant differences were found in spectators’ experience elements at their gender, age, profession, education and attendance frequency; in spectators’ motivation elements at their gender and attendance frequency; in spectators’ satisfaction at their gender, age, profession, education and attendance frequency. 4.The spectator’s experience and motivation of the audience of Dmedia T-Rex versus LaNew Bears games were related. Higher motivation, higher satisfaction. 5.Positive relationships were found between spectators’ experience and spectators’ satisfaction; as well as spectators’ motivation and spectators’ satisfaction. The higher positive degrees of spectators’ experience and spectators’ motivation were helpful to promote the spectators’ satisfaction. Chinese Baseball League managers should devote themselves to enhance players performances, audience’s sense experiences, service quality, entertainment effects, and cultivate frequent attendants. To improve the spectators’ satisfaction was an effective way to increase the game attendance.
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Cheng-Jyh, Yang, and 楊聖智. "The Study of Spectators’ Identification of the sponsors in Taiwan High School Games of 2002." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/05405741676496124059.

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Abstract:
碩士
國立臺灣師範大學
體育學系在職進修碩士班
90
The Study of Spectators’ Identification of the sponsors in Taiwan High School Games of 2002 Abstract The purpose of the study was to assess the spectators’ identification of the sponsors in Taiwan High School Games of 2002. Subjects, 1230 volunteer spectators, were asked to respond to a self-made questionnaire, The data was analyzed by descriptive Statistics, t-test , ANOVA and Pearson Correlation. The study found: 1.Among the sponsors, Far East Department Store was ecognized by the Spectators the most, while Cheng Loong corp the least. 2.There was no correlation between spectators’ sex and marriage status with their identification of the sponsors. 3.The spectators’ age correlated with their impression of a corporate image, their willingness to buy a product and their liking for a brand. 4.The spectators’ occupation, educational background and monthly income had a positive correlation with their identification of the sponsors. 5.Spectators’ experiences of different activities correlated with their impression of a corporate image , their willingness to buy a product and their liking for a brand. Key words:sponsorship of corporations,the spectators’ identification of the sponsors,sponsors.
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Liao, Chun-Ju, and 廖俊儒. "A Study of the Effect of the Professional Baseball Game Spectators Consumption Experience Element toward Experience Satisfaction and Loyalty Intention." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/67204816309202564036.

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Abstract:
博士
國立臺灣師範大學
體育學系
92
Based on the perspectives of Experiential Marketing, the purposes of this study were to construct the dimensions of consumption experience element of the professional baseball spectators. Furthermore, the study examined the differences between spectators’ demographic variables and consumption experience elements, spectators’ demographic variable and experience satisfaction, spectators’ demographic variable and loyalty intention. Besides, the study also examined the effect of consumption experience element toward experience satisfaction and loyalty intention. The researcher self-designed questionnaire was administered to 1500 spectators at the professional baseball games held on March 9th, 11th, and 12th in 2004 and samples were selected by systematic sampling. The results were as followed: 1.The dimensions of consumption experience element of the professional baseball spectators were “the sense experience”, “the feeling experience”, “the emotion experience”, “the service experience”, and “the thinking experience”. 2.The significant differences were found in spectators’ consumption experience element at their gender, profession, educational level, monthly income, attendance frequency in the last season, and attendance frequency in the future. 3.The significant differences were found in spectators’ experience satisfaction at their profession, monthly income, attendance frequency in the last season, and attendance frequency in the future. 4.The significant differences were found in spectators’ loyalty intention at their educational level, monthly income, attendance frequency in the last season, and attendance frequency in the future. 5.The consumption experience element of the professional baseball spectators could directly influence their experience satisfaction positively and could indirectly influence their loyalty positively. Besides, the experience satisfaction of the professional baseball spectators could directly influence their loyalty intention positively.
30

Ping, Yen Han, and 顏漢平. "Planned-Behavior-Theory-Based Research of a Behavioral Tendencies Model of High School Student Spectators at the NBA Game with Jeremy Lin." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/93646623790597969045.

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Abstract:
碩士
大仁科技大學
休閒健康管理研究所
101
• This study aims to employ Ajzen’s (1985) theory of planned behavior to examine the behavior patterns of the high school students who watched the American Basketball League NBA game with Jeremy Lin. The subjects were high school students who completed secondary school in Pingtung County. The purposive sampling questionnaire for high school students is the pre-test sample of 300 high school students. In this study, structural equation modeling analysis is adopted. Results: latent variables with convergent validity and discriminant validity have an acceptable goodness of fit. Behavioral beliefs and outcome evaluation significantly influence attitudes; attitudes significantly affect behavioral intentions; normative beliefs and motivation have significant impact on subjective norms; subjective norms significantly affect behavioral intention; control beliefs and perceived intensity significantly affect perceived behavioral control; perceived behavioral control significantly affects behavioral intention; perceived behavioral control significantly affects behavior; and behavioral intentions significantly affect behavior. According to the findings of the TPBs model applied to the domestic Professional Basketball Association as the subject, they advocate casual sports watching as ordinary entertainment choices, in order to guide sports stars to attract the domestic fans to their favorite professional basketball players, and then support, watch and view the team competition. What’s more, it advocates broadcasting Lin’s activities in Taiwan, his wonderful tournaments and documentary, and also "Lin crazy movie," as well as American news program "60 minutes"; as a result, young basketball players can learn from such information. These researchs are provided to the government agencies and industry as reference. Keywords: Sport spectators, Theory of planned behavior (TPB)
31

Hsieh, Cheng-Fu, and 謝承甫. "A Study on the Severity of Referees’ Mistaken Calls and Remedies towards Spectators’ Satisfaction and Loyalty in Basketball Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/54469346050832253262.

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Abstract:
碩士
國立體育大學
教練研究所
100
It’s has been over one hundred years since basketball was developed in 1891. It is a sport game of time and space for both parties to play against each other, full of variety, and is highly watchable. During the fierce game, referees have to make judgment in a jiffy within the limited space and various body fights, so the mistaken calls happen. And their professional knowledge and know-how are questioned, thus caused major controversy. This study aims to find out the influence of the referees’ mistaken calls and remedies upon the satisfaction and loyalty of spectators and host units reciprocally. Eight questionnaires were used and 360 people experienced this study. Data were collected and analyzed by Mean Standard Deviation and two-way MNOVA. The results were as follows: The severity of mistaken calls reaches significant effects; so do the remedies, and the reciprocal reaction between the two is significant. Therefore, the severity of mistaken calls is closely related with the satisfaction of spectators and the loyalty and satisfaction of the host units. That is, the less severity, the greater satisfaction; the more severity, the less satisfaction and loyalty. Also, it affects differently according to different remedies: immediate correcting remedy can effectively maintain the loyalty of the spectators and host units, which in comparison with the other remedies is the most effective way to remedy.
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Hu, Yu-Wei, and 胡裕偉. "A Study of the Spectator's Attending Motivation and Loyalty of Super Basketball League Games in North Taiwan." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/83139231195118370536.

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Abstract:
碩士
輔仁大學
體育學系碩士班
97
Abstract The Study aimed at the Super Basketball League (SBL) for understanding the difference on the northern spectators’ attendance motivation and royalty. First, analyzing the difference between different personal statistics variables in attendance motivation and different personal statistics variables in loyalty; then,analyzing the correlation between attendance motivation and loyalty. This study was researched by questionnaires through 500 audiences. All the data were analyzed with statistics, independent-sample t test, One-Way ANOVA analysis, and Pearson Product-Moment Correlation etc. The result was discovered as follows: 1,In the aspect of attendance motivation, there was significance difference in different age﹑ marriage﹑education level﹑occupation and the average month income;there was no significance difference in different gender. 2,In the aspect of loyalty, there was significance difference in different age﹑ marriage﹑education level﹑occupation and the average month income;there was no significance difference in different gender. 3,There was positive correlation between fans’ attendance motivation and loyalty. There was positive correlation between attendance motivation in pursuing new knowledge, the mood being expressed, paticipating, leisure, personal preference and loyalty in three factors. Key Words: Super Basketball League, attendance motivation, loyalty
33

LIN, CHIA-JU, and 林佳如. "A Study of Sports Spectators' Involvement, Participation Motivation, Competition Experience Value, the Image of City and Tourism Benefit--A Case Study of Professional Baseball Game." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/g4266k.

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Abstract:
碩士
南華大學
旅遊管理學系旅遊管理碩士班
106
The study is trying to understand sports spectators’ involvement, participation motivation, competition experience value, the image of city and tourism benefit--a case study of professional baseball game. The research uses the sample survey through online and paper questionnaire.Sports Spectators come to the site to experience the matches. International matches can attract fans and create huge business opportunities in the short term. Professional sports operations require long-term attention and support from the fans. The combination of professional sports teams and the city has become a local feature. It can attract fans to enter the stadium and promote city tours.   According to survey statistics, Structural equation modeling (SEM) validation study shows that the relationship in the hypothesis. The results of this study are as following: The degree of involvement with the participation motivation are significantly. Participation motivation is partially related to the value of the competition experience. The value of the competition experience is partially related to the image of the city. The image of the city is partially related to tourism benefit. According to the result, we make some suggestions to team operators and local government as a reference.
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Wang, Chih-Ming, and 王志明. "Study on Satisfaction of Spectators on Service Quality at Games of Chinese Professional Baseball League--An Example at Kaohsiung County Baseball Field-." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/c2dtur.

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Abstract:
碩士
國立臺東大學
體育教學碩士在職專班
95
This study aims to discuss the spectators’actual feeling of service quality when watching the games of Chinese Professional Baseball League in service quality model and further explores the determining factors of measuring the service quality with survey study of background variable and participation behavior variable in order to serve as reference for Chinese Professional Baseball League to enhance its service quality. The researcher conducts questionnaire survey on spectators at Kaohsiung County Baseball Field besides Chen Qing Lake and obtains 466 valid questionnaires. Descriptive statistics, t-Test, single factor ANOVA and Scheffe’s Method are used for data analysis with following conclusions obtained: 1. There are twelve constructs of determining factors for spectators’ feeling of service quality of games held by Chinese Professional Baseball League: performance of service personnel, tickets, toilets, field facilities, sound and light control, record table, game affairs and schedules, sale of souvenirs, referees’ judge, security equipment, traffic and players’ and cheer squads’ performance. 2. The factor construct of spectators’ feeling of more satisfactory service quality of games held by Chinese Professional Baseball League: players’ and cheer squads’ performance, performance of service personnel and toilets. 3. Deviation of different background variables of spectators’ actual feeling of service quality: different genders in toilets, different ages and educational attainments in players’ and cheer squads’ performance and different monthly incomes in tickets, sound and light control, and record tables. 4. Deviation of different participation behaviors of spectators’ actual feeling of service quality: different times of viewing in game affairs and schedules, sale of souvenirs, and traffic, supporters of different teams in field facilities and players’ and cheer squads’ performance, spectators buying souvenirs or not in sale of souvenirs and players’ and cheer squads’ performance.

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